Race Name: Mages
Race Classification: Magical
Pantheon or Origin: All over
Life Span: Unknown (Magic keeps them aging slowly.)
Alignment: Unaligned
Description/Forms: These creatures look human for the most part, sometimes the magic they use leaves a mark, however. Those markings can be scars, skin spots, glowing "tattoos", and so on. It's the player's choice.
Abilities, Magic, extra skill:*Skill/Magic/Abilities: Exceptional Artisan, any potion brewing crafts done with a mage are proficient. If you have the talent already in your Talent tree, then you may use this race skill to re-roll failed potion crafting rolls. (This is a special racial skill and cannot be taken as a character talent.)
*Skill/Magic/Abilities: Master of magic, You're brilliant with magic! After you roll a successful attack check, you may roll 1 extra milestone (at your level). (This is a special racial skill and cannot be taken as a character talent.)
*Skill/Magic/Abilities: Sense Magic, every creature has a magic trail, and you've been around enough of it to track it. Like a scent to a bloodhound, you're able to track down creatures based on their trail. This is a perception check. If you already have this as a Talent you may use this race skill to re-roll a failed roll. (This may be taken as a character talent ONLY if the character is a mage.)
Lore:Mages are basically humans who have evolved past their primordial cousins. Magic is an everyday thing with them, and they use it for everything. From cooking their food to watering their plants you can bet a Mage will be using magic to do even the simplest of tasks.
This everyday use has made them masters at magic use. They can easily conjure it from thin air without struggle, and bend it to their will. Although it isn't unheard of a Mage to use more than one type of elemental magic, usually they will choose a singular element to master.
These elements are Fire (Pyromancy), Water (Hydromancy), Wind (Aeromancy), Earth (Geomancy), Light (Biomancy), and Dark (Necromancy). Each class of magic has its own uses. And just as the user demands each magic can be used for good or evil.
Pictures:- Pictures:
Race Name: Witches
Race Classification: Magical
Pantheon or Origin: All over
Life Span: Unknown (Magic helps age them VERY slowly)
Alignment: Unaligned
Description/Forms:Witches look just like any other human, without much to tell them apart. When it comes down to it, you have to look at what the Witch is wearing. Often times they will wear small odd trinkets as jewelry. These trinkets help ward off evil or keep them safe from enemy hexes.
Abilities, Magic, extra skill:*Skill/Magic/Abilities: Pact with a demon, Witches are known in mythology to consort with all manner of foul beasts. Sometimes that even being a Demon. Call upon a demon or a familiar which you've made a pact with to assist you. (Pacts are made in either story arc missions or normal threads. They can be players, or an accepted application familiar.) (This is a special racial skill and cannot be taken as a character talent.)
*Skill/Magic/Abilities: Dream walkers, Witches can put themselves in a sleeping state in order to go and walk through the dreams of others. Use creatively, but at the staff's discretion. (This may be taken as a character talent as Combat/magic.)
*Skill/Magic/Abilities: Curse Or Remove Curse, You may curse someone to roll unproficient no matter if they have proficiency in the skill for three turns. Remove curse is being able to remove a curse. (This is a special racial skill and cannot be taken as a character talent.)
*Skill/Magic/Abilities: Hex trap, Make a magical trap to entangle your foe in vines. The trapped foe must roll unproficently and try and get a success to escape. While trapped the foe cannot do anything but try and get free. (This may be taken as a character talent, ONLY if the character is a witch.)
*Skill/Magic/Abilities: Brewing, Witches are great at brewing potions. Roll proficient for any potion checks, or if you already have this as a talent you may re-roll a failed roll. (This may be taken as a character talent, but the reroll doesn't work unless it's used as a racial skill.)
*Skill/Magic/Abilities: Herbal healing, you reach into your pouch pulling out a bundle of mashed up plants. You may give these away, or take it yourself. This doesn't need a skill check and counts as a used item. Heal does 1x your current level milestone roll. (This is a special racial skill and cannot be taken as a character talent.)
Lore:Witches are known throughout history as casters of dark magic, and those who consort with creatures of darkness. Although not all of this is true, as a Witch's power can also be used to heal and uncurse those around them.
These magical beings, usually female (though male Witches aren't unheard of), can do a wide range of your rarer magics. Including, but not limited to; traditional White and Black magic, Ceremonial Magic or Ritual Magic, Spiritcraft (talking to spirits, or being a medium), Bone/Rune reading, Astrology, Dream walking, Voodoo, and much more.
Most Witches have at least one Familiar, who are bound to them for one reason or another. In most cases, a Witch's Familiar is always loyal to them, obeying any command. These are often times considered 'lesser beasts,' as their entire life is dedicated to obeying their owner.
Demon pacts are a little different, however. A pact with a demon means the witch has offered something up in trade for a demon's services. Offers differ depending on both the demon and the witch, each contract is special. Witches are always reminded that demons are demons, and may not always obey.
Each Witch has an altar, the style and what surrounds them varies depending on the owner. Witches decorate them with offerings depending on what they deem fit. It isn't uncommon to see skulls, pelts, flowers, and so on resting on a stone Witches altar.
Pictures:(I'm not sure what to put here, honestly.)
Race Name: Druid
Race Classification: Magical
Pantheon or Origin: All over the place
Life Span: Unknown, Magic keeps them aging slowly.
Alignment: unaligned
Description/Forms: Usually human looking, but often times they are decorated with plants or animal parts such as skulls, bones, feathers, or pelts.
Druids are known to be able to become nature itself, turning into trees or patches of flowers. As well as various animals found in the woods.
Abilities, Magic, extra skill:*Skill/Magic/Abilities: Bark Skin, Absorb the damage from an attack. (This may be taken as a character combat/magic talent ONLY if the character is a Druid.)
*Skill/Magic/Abilities: Become nature, Disguise yourself as a tree, a patch of flowers, a fallen log, etc. (This is a special racial skill and cannot be taken as a character talent.)
*Skill/Magic/Abilities: Nature's bounty, When you roll a successful heal use this talent to roll one extra (at level) milestone for an extra heal. (This is a special racial skill and cannot be taken as a character talent.)
*Skill/Magic/Abilities: Wildshape, turn yourself into a wild non-magical animal that is commonly found in the emerald forest. Use creatively, but at the staff's discretion. (This may be taken as a character combat/magic talent.)
*Skill/Magic/Abilities: Sporemancy, infect a dead corpse of any kind with fungus spores and reanimate it to do your bidding for three turns. (This may be taken as a character combat/magic talent ONLY if the character is a Druid.)
*Skill/Magic/Abilities: Entangling Roots, entangle your foe in vines. The trapped foe must roll unproficently and try and get a success to escape. While trapped the foe cannot do anything but try and get free. (This may be taken as a character combat/magic talent.)
*Skill/Magic/Abilities: Beast Mastery, Roll proficient on any rolls pertaining to persuading a beast to do anything. Or re-roll a failed check. (This may be taken as a character talent.)
*Skill/Magic/Abilities: Plant knowledge, when it comes to gathering medicinal plants or growing them a druid is best! Any rolls that affect gardening, or interpreting a plant and it uses are proficient. Or you can use this to re-roll failed checks that are plant knowledge-based. (This is a special racial skill and cannot be taken as a character talent.)
Lore:Druids are those who know the forest like it was the back of their hand. Years spent roaming around its lush foliage and among its creatures have given them the ability to use them at will.
Kindred to both plants and animals, the druids are mother nature's warriors. They can heal those around them with the gift of life, or even infect a corpse with spores and reanimate it.
Some druids have even been known to live among the forest as one of its own creatures. Basking in the sun as a flower, or racing the winds as a wolf, you can always bet the druid will be living it up in their green home.
Pictures:- Pictures:
Suggested Character Talents: (grouped all tree together here) Herbalism/plant knowledge, wild shape (Druid), Sporemancy (Druid), Hex trap (Witch), Persuasion, dodging, combat magic, healing magic, (Skills related to the faction/work they'll be doing.)
Last edited by Dungeon Master on Sat Jun 08, 2019 12:51 pm; edited 1 time in total
Thu Oct 10, 2019 11:22 am by Moody
» Just Another Smokey Bar
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» Hogwarts High
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» Family for the day.(level 0)
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